From College Graduate to Vibe Lord

Vibe Clicker

Start as a college graduate looking for work, spending late nights and long days fueled only by a cup of coffee, as your clicks drive you forward.

Game Overview

Release Date: July 2025

Development Status: Completed

Development Time: 2 Months

Team Size: 1

From College Graduate to Vibe Lord

Start as a college graduate looking for work, spending late nights and long days fueled only by a cup of coffee, as your clicks drive you forward. After hundreds of resumes and your first encounter with AI, you finally receive a job offer from an AI startup, In Beta Forever, Inc. During your boring and routine career obligations, you discover the shortcut has been in front of you the entire time. You start handing off your work to AI, and you feel you can run a business with how easy things have become. Watch as your career evolves and the world of AI unfolds before your very eyes on your journey to becoming The Vibe Lord.

Features

  • Six Career Phases – Progress through 6 fun and satirical career phases, from college graduate to legend, while ultimately trying to achieve Vibe Lord status. The only way to fully embrace change is to embrace risks.
  • Resource Management – Balance your money, public reputation, and processing power as you click your way into fully automated clicking and purchasing systems.
  • Satirical Story – A humorous, yet thoughtful exploration of AI’s role in modern work and society.
  • Multiple Endings – Your choices ultimately determine whether humanity and AI find harmony, or something else entirely.
  • Unique, hand-drawn art – All in-game art is hand-drawn and includes over 50 unique game icons and clicker art made by TheAverageGoob​! The Vibe Shop is full of items to change your clicker once you become a Vibe Lord.

Click responsibly. The AI is watching.



I stream my game development and promote other indie game devs over on Twitch.tv/TheAverageGoob.

Controls

  • Clicker: Left Mouse Button / Space
  • Pause: Esc
  • Full-Screen: Alt + Enter

Post-mortem Notes

I feel like this entire project went really well overall. I think I spent too much time adding upgrades and not enough time balancing the game initially, but I did this in order to iterate quickly and make progress without getting bogged down in the details. By making progress each day, I felt like every day counted. I set a goal to open the project or my art app (Procreate) at least once a day for 30 minutes. Usually, once I did that, I was working on the game the rest of the evening. I spent more time in the game engine and working on the project than on the web doing searches and looking for help. This was one of the first times I felt confident in everything I learned over the past year to make a completed game. I didn’t give up and I didn’t look back.

Setting deadlines at the beginning and setting up a smaller game design document helped me stay on task, but not overthink the creation process like I did with a previous project. This was my first game project outside of a game jam in a very long time, and I’m glad I saw this all the way through. I plan on continuing to work on this game for a little longer to help support any bug fixes and some new features as I feel inspired. This will also be my first game ever released on Steam! I’m not confident enough yet to sell the game, but the plan is to make development supporter DLC for the game which will unlock the Vibe Shop from the beginning of the game as well as some unique Clickers and Vibe Points to start off the game. Someone also mentioned putting together a digital art book for supporters, so I’m exploring that as an option since the game features over 50 original pieces all made by me!

If I were to start this project over and make it from scratch, I would start with the end in mind and make this a real clicker game with infinite gameplay instead of only a story. I feel like I didn’t do enough research into the topics of clickers or idle games and I jumped right in without knowing the audience which makes it harder for me to connect with the people that would enjoy clicker games. Hopefully, my twist on the genre with adding a silly story will help balance the fact that it’s not infinite. With multiple endings and fun flavor texts, this game felt very real for me in the current landscape of AI taking over our jobs. I hope people enjoy it as much as I enjoyed creating this.

Development Screenshots

Credits

  • Game Design – TheAverageGoob
  • Development – TheAverageGoob
  • Art – TheAverageGoob
  • SFX – TheAverageGoob
  • Music
    • Phat Phrog Studio
    • AudioHero

Changelog

Publisher

Average Game Studio

Game Design Doc

View

Game Engine

Godot 4.4

Genre

Idle, Simulation

Type

Commercial, Released

Platform

Windows, Mac, Web, Linux